Ecology

Special Abilities

Create Spawn (Su) If a creature dies after having suffered from enough Intelligence, Wisdom, or Charisma damage from the fire vampire’s vampiric flame ability to be knocked unconscious, it bursts into flame, leaving behind nothing but a fine ash. From this burst of flame emerges a new fire vampire, albeit one with only 1 hit point. Natural rest and magical healing can restore this new fire vampire to its maximum hit points (115 hp for a typical fire vampire), but most fire vampires instead use their vampiric flame ability to heal this damage more swiftly.

Fire Motes (Su) As a standard action, a fire vampire can create a pinpoint of flame at any point in line of sight within 120 feet. Once created, the fire vampire can maintain a fire mote indefinitely and may direct its movement as a free action on its turn—a fire mote has a fly speed of 30 feet (perfect), is Fine sized, and has an AC of 18 (+8 size). A fire vampire can maintain a number of motes equal to its Charisma modifier simultaneously (5 for the standard fire vampire). Once created, a fire vampire can see and hear through the fire mote, and can make +13 touch attacks with them (this includes the fire vampire’s Charisma modifier) that inflict 1d6 points of fire damage plus burn on a hit. A fire mote is immune to most forms of damage, but is destroyed if it takes any Fire Vampire cold damage or is subjected to water or any blast of wind of severe strength or greater (such as that created by a gust of wind). It is also destroyed if it travels farther than 120 feet from its creator. Creating a fire mote or directing its movement or attack does not cause an invisible fire vampire to become visible.

Susceptible to Water (Ex) Water damages a fire vampire in a manner similar to how acid damages a human’s flesh: a single vial of any sort of water inflicts 1d6 points of damage to a fire vampire, while total immersion inflicts 10d6 points per round.

Vampiric Flame (Su) Whenever a fire vampire inflicts fire damage on a creature via its slam, burn, or fire motes, the creature must make a successful DC 20 Will save or take 1d4 points of damage to a mental ability score (Intelligence, Wisdom, or Charisma). The score damaged depends on the creature’s abilities. For a spellcasting creature, this damage applies to whatever ability score governs its spellcasting ability: if a creature uses multiple mental ability scores for spellcasting, the damage applies to one of its spellcasting ability scores chosen at random. A non-spellcasting creature suffers damage to its Charisma. Each time this occurs, the fire vampire heals 5 hit points of damage. This is a mind-affecting effect. The save DC Is Charisma-based.

Fire Vampires are intelligent gas or plasma creatures originally from near the star Fomalhaut. They can be summoned or easily travel elsewhere.

When these creatures manifest, they are entities of living flame. A sort of ever-dissolving, ever-reforming internal structure is visible, but the burning never ceases. They can manifest in different sizes, ranging from small hand-sized flares to enormous bonfirelike horrors (the standard preference for a typical fire vampire). Weight does not have a real meaning for these beings, which can float in the air or through space. In theory, if one were to collect the plasma from which they are formed, it would have weight, albeit a small one of at most a few pounds.

Over many years, fire vampires grow and become more formidable. The huge entities known as Fthaggua and Cthugha could simply be the result of fire vampires which have survived for long eons of time and thus become immense in power, intellect, and size.

Nonmagical weapons do little harm to fire vampires. Water can damage them, as can buckets of sand or the use of other anti-flame techniques. Counter-intuitively, simply depriving them of air does not stop their burning, however, and they can survive in space. Particularly old and clever fire vampires often take levels in spellcasting classes.